[Freeciv-Dev] Re: (PR#5122) Building requirement for techs
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On Sun, 17 Aug 2003, remi.bonnet@xxxxxxxxxxx wrote:
> >
> >
> >I do not understand the usefulness of bldg_req_penalty. Please explain.
> >
> > - Per
> >
>
> Smallpox can build one improvement to get access to one tech. This
> option avoid this. (I want the Middle-Earth modpack be a Largpox game).
> This is also more realistic that cities that have never see water (don't
> have an harbour) get a penalty for researching navigation (The same
> happens for Ring Making and Forges)
Why would we need to require building an improvement? Building
improvements should only be done when necessary, otherwise, I am afraid
you are overdoing this.
--
Michael Mielke <michael@xxxxxxxxx>
http://www.mielke.cc/~michael/
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs,
Michael Mielke <=
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Per I. Mathisen, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Gregory Berkolaiko, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Michael Mielke, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, Morgan Jones, 2003/08/18
[Freeciv-Dev] Re: (PR#5122) Building requirement for techs, John Wheeler, 2003/08/19
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